• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 09:39
CET 15:39
KST 23:39
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
Behind the Blue - Team Liquid History Book13Clem wins HomeStory Cup 289HomeStory Cup 28 - Info & Preview13Rongyi Cup S3 - Preview & Info8herO wins SC2 All-Star Invitational14
Community News
LiuLi Cup: 2025 Grand Finals (Feb 10-16)1Weekly Cups (Feb 2-8): Classic, Solar, MaxPax win2Nexon's StarCraft game could be FPS, led by UMS maker7PIG STY FESTIVAL 7.0! (19 Feb - 1 Mar)11Weekly Cups (Jan 26-Feb 1): herO, Clem, ByuN, Classic win2
StarCraft 2
General
How do you think the 5.0.15 balance patch (Oct 2025) for StarCraft II has affected the game? Rongyi Cup S3 - Preview & Info Behind the Blue - Team Liquid History Book Nexon's StarCraft game could be FPS, led by UMS maker Terran Scanner Sweep
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament PIG STY FESTIVAL 7.0! (19 Feb - 1 Mar) LiuLi Cup: 2025 Grand Finals (Feb 10-16) RSL Season 4 announced for March-April WardiTV Mondays
Strategy
Custom Maps
Map Editor closed ? [A] Starcraft Sound Mod
External Content
Mutation # 512 Overclocked The PondCast: SC2 News & Results Mutation # 511 Temple of Rebirth Mutation # 510 Safety Violation
Brood War
General
BW General Discussion [ASL21] Potential Map Candidates StarCraft player reflex TE scores Gypsy to Korea BGH Auto Balance -> http://bghmmr.eu/
Tourneys
[Megathread] Daily Proleagues Escore Tournament StarCraft Season 1 Small VOD Thread 2.0 KCM Race Survival 2026 Season 1
Strategy
Fighting Spirit mining rates Zealot bombing is no longer popular? Simple Questions, Simple Answers Current Meta
Other Games
General Games
Nintendo Switch Thread Battle Aces/David Kim RTS Megathread Diablo 2 thread ZeroSpace Megathread EVE Corporation
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Mafia Game Mode Feedback/Ideas Vanilla Mini Mafia TL Mafia Community Thread
Community
General
Sex and weight loss YouTube Thread US Politics Mega-thread Russo-Ukrainian War Thread The Games Industry And ATVI
Fan Clubs
The herO Fan Club! The IdrA Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece
Sports
2024 - 2026 Football Thread
World Cup 2022
Tech Support
TL Community
The Automated Ban List
Blogs
Play, Watch, Drink: Esports …
TrAiDoS
My 2025 Magic: The Gathering…
DARKING
Life Update and thoughts.
FuDDx
How do archons sleep?
8882
StarCraft improvement
iopq
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1635 users

Patch 1.3 PTR Notes (12/3/2011 update) - Page 3

Forum Index > SC2 General
Post a Reply
Prev 1 2 3 4 5 26 27 28 Next All
Existential
Profile Joined December 2010
Australia2107 Posts
March 12 2011 14:29 GMT
#41
Good to finally see a nerf to EMP.
Jaedong <3 | BW - The first game I ever loved
USApwn
Profile Joined August 2010
United States81 Posts
March 12 2011 14:30 GMT
#42
The only way I see this being a buff to HT is that they can now respond with a feedback, although its main purpose - storm - will still be significantly nerfed. I'm still not happy with the removal of the amulet.
"The beginning of wisdom in human as well as international affairs was knowing when to stop." Henry Kissinger
DrGreen
Profile Joined July 2010
Poland708 Posts
March 12 2011 14:40 GMT
#43
On March 12 2011 23:26 Grummler wrote:
Show nested quote +
On March 12 2011 23:17 Elvedeta wrote:
Edit: post above people are talking about 175 because it's the energy a HT needs to have so it can storm after the emp.


Yeah, i know. But its wrong. If you emp a ht with, lets say 150 energy, he will have 50 energy left now and be ready for the next storm much earlier. So every time a ht having more than 100 energy getting emped, the emp nerf will make a difference.


No, HT will die, because he has only 40 hp left, trolololo.

They're going in the right direction with EMP, still i dont get it why it deals dmg vs 1 race and not the other 2.
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
March 12 2011 14:45 GMT
#44
I think protoss players are looking at emp nerf in a wrong way.

So far watching any stream or tournament in 95% cases toss tends to upgrade storm then upgrade amulet and then warp a lot of templars. Only 1-2 tends to get warped in before the amulet upgrade.

With amulet removed getting those HT out as early as possible will be important to gather energy. I think we will see more and more templars with more then 100 energy now. So the emp nerf will be useful to toss players.
DoubleReed
Profile Blog Joined September 2010
United States4130 Posts
Last Edited: 2011-03-12 14:50:52
March 12 2011 14:49 GMT
#45
Infestor missile removed!!! Woo! I think they could have kept it but make the missile faster, but whatever. That works too :D

But really, blizzard? 110 health was just too much? Are you serious? Do you see how ridiculously fat infestors are??

On March 12 2011 23:40 DrGreen wrote:
Show nested quote +
On March 12 2011 23:26 Grummler wrote:
On March 12 2011 23:17 Elvedeta wrote:
Edit: post above people are talking about 175 because it's the energy a HT needs to have so it can storm after the emp.


Yeah, i know. But its wrong. If you emp a ht with, lets say 150 energy, he will have 50 energy left now and be ready for the next storm much earlier. So every time a ht having more than 100 energy getting emped, the emp nerf will make a difference.


No, HT will die, because he has only 40 hp left, trolololo.

They're going in the right direction with EMP, still i dont get it why it deals dmg vs 1 race and not the other 2.


Well considering that Snipe works on every single zerg unit, that's not that strange. The races are different and spells affect them different ways.
canikizu
Profile Joined September 2010
4860 Posts
Last Edited: 2011-03-12 14:53:00
March 12 2011 14:51 GMT
#46
On March 12 2011 23:17 Grummler wrote:
Show nested quote +
On March 12 2011 23:10 Dommk wrote:
On March 12 2011 23:05 Grummler wrote:
On March 12 2011 22:58 WickedBit wrote:
On March 12 2011 22:41 Grummler wrote:
So, we get an update including an emp nerf and Protosses are QQing about the ht nerf we already knew about.
Its a ghost nerf and therefore a small ht buff afterall. Its shocking how a Protoss players manages to QQ about a ghost nerf, while most terrans are like "well, emp WAS to strong, good they start nerfing it".


Most protosses recognize that amulet is way OP. It definitely need the nerf but just doing away with it is too much. It is sort of like saying that stimmed marines are too good...so lets remove stim! This is not a good way to balance. They should try to nerf overpowered abilities first and then remove it if and only if the said ability is impossible to balance in any form.


Well, i dont disagree. I only want people to recognize that the emp got a significant nerf, not a weird kind of buff. I never said that removing the amulet was the best way to balance the ht.

On a side note: Removing the amulet doesnt equal removing stim, because hts can storm afterall... Its more like delaying storm for every individual ht.

I think his analogy holds quite well. The entire sense of "if something is too powerful, then lets remove it!"

If High Templars started off with 0 energy then the entire tech tree is about as useless as an un-stimmed marine late game..

and I completely disagree with you saying that emp nerf was "significant", how was it significant? High Templars need 175 energy to Storm after an EMP now, that is still such a stupidly high number, especially if there are multiple ghosts.


Why is everyone taking 175 energy as some kind of treshold? EMP removes 100 energy, not 175. So everything above 100 (!) energy will make a difference, not 175. Also, i dislike how nobody talks about sentries. They DO have a lot of energy very often.

Also you cant just emp multiple times. Emp needs energy as well. Every emp needed more to get rid of a ht is one emp less hitting somewhere else.

This is right. People are saying as if emp doesn't require energy, Terran has to create ghosts before battles, and they are way more expensive than HTs. Yes, we all know that ghosts can shoot, but how often you see ghost's dps affect the battle? Most of the time they sacrifice themselves to get the emp off.

And it's not like HTs don't have skill that remove energy anyway. Ghost remove 100 energy and shield aoe target, HTs remove all the energy and deal direct damage with less energy but single target. It's just a battle of who is sneakier. Of course each of us like one over another, but that adds the variety in sc2.

imo, what HTs need is a speed buff, so that they can be worth warping in from the beginning, right now they are just too slow to be a mobile unit, most of the time they are nothing but static defense.
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
March 12 2011 14:52 GMT
#47
When Blizzard changes something it's not always a direct response to a community concern. Perhaps they just felt EMP had too powerful an effect on casters and they wanted to address that? It doesn't necessarily have to be their answer to nerfing the HT energy upgrade. And actually, you very often have templar with more than 100 energy, I don't know why people insist that is an extremely rare occurence. In all those cases it will be a buff.

Just pick your battles more carefully, honestly. The HT nerf and ghost nerf don't come together, I garantuee you that if blizzard reverts the amulet removal, they'll keep the EMP change, so don't attack that change when your problem is with the amulet change.
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
emythrel
Profile Blog Joined August 2010
United Kingdom2599 Posts
March 12 2011 14:58 GMT
#48
I like some of the changes, even the EMP one (I am T) i think it lines up nicely with the removal of the amulet. more often than not 100 energy less will mean no storms or fungals anyways.
When there is nothing left to lose but your dignity, it is already gone.
BeMannerDuPenner
Profile Blog Joined April 2004
Germany5638 Posts
Last Edited: 2011-03-12 15:25:50
March 12 2011 15:25 GMT
#49
On March 12 2011 23:49 DoubleReed wrote:
Infestor missile removed!!! Woo! I think they could have kept it but make the missile faster, but whatever. That works too :D

But really, blizzard? 110 health was just too much? Are you serious? Do you see how ridiculously fat infestors are??



well first i thought its because after they heavily buff the dps (double/more then double vs armored) they want to promot caster wars more so 90 would be the number where 2snipes kill and feedback often kills.but snipes do have to be PERFECT in sync so 2 kill so im not sure about that anymore.



also why not? all of the 3 casters are around that HP.


dont see a problem with that at all.
life of lively to live to life of full life thx to shield battery
Apolo
Profile Joined May 2010
Portugal1259 Posts
Last Edited: 2011-03-12 15:28:58
March 12 2011 15:25 GMT
#50
On March 12 2011 15:14 Crashburn wrote:
[image loading]


I have to quote this, i found it hilarious hahah.

As for the topic even with this nerf to EMP, the removal still seems overkill. For sure protoss players will have to go robo stargate almost everytime aggainst zerg to deal with threat of mutas, since a ball of mutas will just kill any HT on the base gathering energy before the player has time to react and blink stalkers were never enough. For sure T will go bio everytime now. So, robo all the way for protoss, Z will have easier time with mutas, terran bio, and zerg is encouraged to use mutas as they use with T. Nice way of encouraging boring games. There goes the immortal HT combos, mech play, people so much wanted to see in pvt. Gj Blizzard.
MangoTango
Profile Blog Joined June 2010
United States3670 Posts
March 12 2011 15:27 GMT
#51
Oh good they removed the Infestor missile projectile thingy. Still not sure if it's a buff or a nerf with the extra damage. I still feel like it's a nerf, although it's going to be huge in ZvZ against Roaches and much worse against Mutas.
"One fish, two fish, red fish, BLUE TANK!" - Artosis
ALPINA
Profile Joined May 2010
3791 Posts
Last Edited: 2011-03-12 15:32:11
March 12 2011 15:28 GMT
#52
On March 13 2011 00:25 BeMannerDuPenner wrote:
Show nested quote +
On March 12 2011 23:49 DoubleReed wrote:
Infestor missile removed!!! Woo! I think they could have kept it but make the missile faster, but whatever. That works too :D

But really, blizzard? 110 health was just too much? Are you serious? Do you see how ridiculously fat infestors are??


also why not? all of the 3 casters are around that HP.


dont see a problem with that at all.


HT isn't armored, and ghost is Psionic with 100hp so that's super huge difference. 90hp on huge armored infestor is nothing when there are units like tanks and marauders around.

I personally think that all 3 casters - infestor, ghost and HT should be psionic type.
You should never underestimate the predictability of stupidity
Piski
Profile Blog Joined April 2010
Finland3461 Posts
March 12 2011 15:32 GMT
#53
On March 12 2011 22:54 Grummler wrote:
Show nested quote +
On March 12 2011 22:51 Dommk wrote:
On March 12 2011 22:41 Grummler wrote:
So, we get an update including an emp nerf and Protosses are QQing about the ht nerf we already knew about.
Its a ghost nerf and therefore a small ht buff afterall. Its shocking how a Protoss players manages to QQ about a ghost nerf, while most terrans are like "well, emp WAS to strong, good they start nerfing it".

Are you kidding? It was barely a nerf, when does a Templar ever get 175 Energy? (The amount of energy needed to Storm after an EMP), it has a maximum of 200 Energy...

I'm still scratching my head to see how this is even a nerf, more like a change that barely even has an effect on the game considering Terrans already bring multiple Ghosts


A sentry with full energy can cast ff twice after being emped in 1.3. If the emp hits 3 sentries, you have 6 forcefields more. I do think that makes a difference. Also, sentries have max energy quiet often.

Also, you get an extra storm off for every ht with 175 energy or more. Its might be rare, but you guys make it look like an emp buff, because its a rare situation.


I would not take it as that protoss players are complaining about this nerf but as that protoss players are whining that blizzard wants to justify amulet removal with this and that's why some players are complaining about the actual change.
Ofc the emp nerf is only good for protoss, but for a lot of players it's still not an equal trade.
Personally I think it's good change, but I find it funny when terran players are now saying as this is as big of a change as the amulet removal.
Zystra
Profile Joined March 2011
United Kingdom79 Posts
March 12 2011 15:32 GMT
#54
They are still removing the Amulet... Joke.

User was warned for this post
zeehar
Profile Blog Joined July 2010
Korea (South)3804 Posts
March 12 2011 15:34 GMT
#55
On March 12 2011 23:26 Grummler wrote:
Show nested quote +
On March 12 2011 23:17 Elvedeta wrote:
Edit: post above people are talking about 175 because it's the energy a HT needs to have so it can storm after the emp.


Yeah, i know. But its wrong. If you emp a ht with, lets say 150 energy, he will have 50 energy left now and be ready for the next storm much earlier. So every time a ht having more than 100 energy getting emped, the emp nerf will make a difference.

And i see hts having more than 100 energy quite often (same goes for senrties).


"the next storm"

the next storm never happens, because the marauders' cc kills half the retreating toss army.
I AM THE UNIVERSAL CONSTANT
Kyuki
Profile Joined February 2008
Sweden1867 Posts
March 12 2011 15:35 GMT
#56
Fungal will be fucking sick.. Doubters will change their minds eventually .
Mada Mada Dane
ParasitJonte
Profile Joined September 2004
Sweden1768 Posts
March 12 2011 15:36 GMT
#57
On March 12 2011 22:58 WickedBit wrote:
Show nested quote +
On March 12 2011 22:41 Grummler wrote:
So, we get an update including an emp nerf and Protosses are QQing about the ht nerf we already knew about.
Its a ghost nerf and therefore a small ht buff afterall. Its shocking how a Protoss players manages to QQ about a ghost nerf, while most terrans are like "well, emp WAS to strong, good they start nerfing it".


Most protosses recognize that amulet is way OP. It definitely need the nerf but just doing away with it is too much. It is sort of like saying that stimmed marines are too good...so lets remove stim! This is not a good way to balance. They should try to nerf overpowered abilities first and then remove it if and only if the said ability is impossible to balance in any form.


Yeah. There's a weird black and white thing. With amulet they're probably too good. Without amulet we know for sure that they are too bad.
Hello=)
Owii
Profile Joined July 2010
United States357 Posts
March 12 2011 15:36 GMT
#58
On March 12 2011 23:49 DoubleReed wrote:
Infestor missile removed!!! Woo! I think they could have kept it but make the missile faster, but whatever. That works too :D

But really, blizzard? 110 health was just too much? Are you serious? Do you see how ridiculously fat infestors are??



Infestors major survival issue was getting bombed by colossus and tanks, which wasn't even fixed by the health increase, so reverting doesn't really effect their survival that much.

I think that the real change needed to improve their survival is by lowering their threat priority. Right now units naturally target the infestors over other units since they have the highest threat. If they were in line with roach/lings/etc, then the opponent would have to target-fire them, which rewards smarter players and punishes attack-moving. Anything change that rewards players for tactical awareness would be a good change imo.
BeMannerDuPenner
Profile Blog Joined April 2004
Germany5638 Posts
Last Edited: 2011-03-12 15:44:14
March 12 2011 15:41 GMT
#59
On March 13 2011 00:28 Alpina wrote:
Show nested quote +
On March 13 2011 00:25 BeMannerDuPenner wrote:
On March 12 2011 23:49 DoubleReed wrote:
Infestor missile removed!!! Woo! I think they could have kept it but make the missile faster, but whatever. That works too :D

But really, blizzard? 110 health was just too much? Are you serious? Do you see how ridiculously fat infestors are??


also why not? all of the 3 casters are around that HP.


dont see a problem with that at all.


HT isn't armored, and ghost is Psionic with 100hp so that's super huge difference. 90hp on huge armored infestor is nothing when there are units like tanks and marauders around.

I personally think that all 3 casters - infestor, ghost and HT should be psionic type.



maybe.

but tbh imo armored is better then light in that situation. a templar dies anyways under tank fire/marauder shots. but you cant mass snipe infestors with 3 blue flame hellions that ran by.and i won games because of roasting 4 HTs at once that way but i never lost a game where i thought "DAMMIT if my infestor only had 20 hp more!"

also cost also matters and the infestor still has burrow as a permanent energy free cloak.


so really i dont think its a big issue. i wouldnt complain if they got 20 hp more. but i also dont see a reason why they should have 20 more.


On March 13 2011 00:35 Kyuki wrote:
Fungal will be fucking sick.. Doubters will change their minds eventually .


ye. and i still think its not good for the game having a fairly high dps spell that prohibits ALL micro.
life of lively to live to life of full life thx to shield battery
DoubleReed
Profile Blog Joined September 2010
United States4130 Posts
Last Edited: 2011-03-12 15:45:15
March 12 2011 15:44 GMT
#60
On March 13 2011 00:25 BeMannerDuPenner wrote:
Show nested quote +
On March 12 2011 23:49 DoubleReed wrote:
Infestor missile removed!!! Woo! I think they could have kept it but make the missile faster, but whatever. That works too :D

But really, blizzard? 110 health was just too much? Are you serious? Do you see how ridiculously fat infestors are??



well first i thought its because after they heavily buff the dps (double/more then double vs armored) they want to promot caster wars more so 90 would be the number where 2snipes kill and feedback often kills.but snipes do have to be PERFECT in sync so 2 kill so im not sure about that anymore.



also why not? all of the 3 casters are around that HP.


dont see a problem with that at all.


Other casters aren't such a huge friggin' target. They're so big that they have common pathing problems ffs. Not to mention the armored tag to receive extra damage. The ghost has more health than an infestor and it's like 1/3 the size. It's ridiculous. +20 health isn't that much, but apparently it's too much lol.

Whatever, it's not any worse than it is now. They could have nerfed the health down to 70 or 60 if they wanted to...
Prev 1 2 3 4 5 26 27 28 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 9h 21m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
TKL 207
Rex 116
StarCraft: Brood War
Britney 50568
Horang2 2815
Jaedong 878
Snow 394
actioN 322
Mini 266
hero 250
Soma 219
Mong 158
Rush 144
[ Show more ]
Barracks 103
Zeus 78
ToSsGirL 33
Hm[arnc] 26
JulyZerg 25
Rock 21
Terrorterran 19
Movie 19
Shine 18
910 17
soO 15
zelot 14
Noble 11
scan(afreeca) 8
Sacsri 8
Dota 2
Gorgc576
Dendi565
420jenkins173
Counter-Strike
allub329
Other Games
singsing1926
B2W.Neo858
hiko838
RotterdaM739
crisheroes315
DeMusliM277
Happy212
Sick199
Fuzer 191
Mew2King114
KnowMe99
ArmadaUGS30
Organizations
StarCraft: Brood War
Kim Chul Min (afreeca) 12
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 16 non-featured ]
StarCraft 2
• Berry_CruncH268
• StrangeGG 75
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• WagamamaTV366
• lizZardDota255
League of Legends
• Jankos3189
• TFBlade826
Upcoming Events
Replay Cast
9h 21m
The PondCast
19h 21m
KCM Race Survival
19h 21m
LiuLi Cup
20h 21m
Scarlett vs TriGGeR
ByuN vs herO
Replay Cast
1d 9h
Online Event
1d 19h
LiuLi Cup
1d 20h
Serral vs Zoun
Cure vs Classic
Big Brain Bouts
2 days
Serral vs TBD
RSL Revival
2 days
RSL Revival
2 days
[ Show More ]
LiuLi Cup
2 days
uThermal 2v2 Circuit
2 days
RSL Revival
3 days
Replay Cast
3 days
Sparkling Tuna Cup
3 days
LiuLi Cup
3 days
Replay Cast
4 days
Replay Cast
4 days
LiuLi Cup
4 days
Wardi Open
4 days
Monday Night Weeklies
5 days
Replay Cast
5 days
WardiTV Winter Champion…
5 days
WardiTV Winter Champion…
6 days
Liquipedia Results

Completed

Proleague 2026-02-10
Rongyi Cup S3
Underdog Cup #3

Ongoing

KCM Race Survival 2026 Season 1
LiuLi Cup: 2025 Grand Finals
Nations Cup 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
eXTREMESLAND 2025
SL Budapest Major 2025
ESL Impact League Season 8

Upcoming

Escore Tournament S1: W8
Acropolis #4
IPSL Spring 2026
HSC XXIX
uThermal 2v2 2026 Main Event
Bellum Gens Elite Stara Zagora 2026
RSL Revival: Season 4
WardiTV Winter 2026
CCT Season 3 Global Finals
FISSURE Playground #3
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League Season 23
ESL Pro League Season 23
PGL Cluj-Napoca 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.